Editing
Issaries
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Spell Trading=== 2 points ''Ritual, Nonstackable, Duration 5 min, Range 3 m, Reusable'' This spell allows the Issaries priests the ability to trade one use of any Divine Magic spell which they know (except this one!) in exchange for one use of any Divine Magic spell known by another priest of any cult. The trade must be done voluntarily. One-use Divine magic may be traded by either party, but trading counts the same as casting it and they loose that use of it. Issaries priests may trade any spell of which they have use, even if it did not originate withe their cult. # The trade must be done in an Issaries Market. This protects the priest from persons with ill intent, so the thief who intends to 'accidentally' cast a Dark Shade at the Issaries priest will be detected by the market spell. # Traded items must be specified. Exact prices are negotiable, but Issaries insists on a negotiated clear profit for his priest in one form of another. For, should the trade fail, the priest still will get something for his attempt. After statements are made, the Spell Trading is cast. # Some sort of token must be passed as part of the trade, and it should represent in some way the spell being traded. Thus a shield spell would use a shield, a Humakti spell use a knife, of summon Sylph use a bag of air. In case of accident, this is especially important in trading Elementals. # Each priest simultaneously must cast their spell upon the other. A roll of 01-95 means the spell was passed successfully, but a 96-00 means that the spell actually was activated against the other priest, and immediately takes effect. If an elemental was being traded, then the intended recipient is attacked by the elemental, for instance. Even though on of the parties fails to pass the spell, he of she still receives the spell from the other party. # If the spell traded away can be reused, both priests must throw d100 again to see if each will recall his spell after a meditation at a temple. If one throws 96-100, he does not normally recall. He then must make a 'remembering roll' before he gets the use of the spell. This may be attempted once a week, and the priest must make a successful roll which is computed exactly the way his POW gain roll is figured for that week. Once the spell is remembered, then there is no further trouble. If an intended recipient or an actual recipient goes away from the exchange feeling cheated, either because of bargaining or because they did not get the spell, then they will be cursed by Issaries if they try to right their failure through any means but peaceful trade. The curse takes the form of the cult spirit of reprisal, Raw Greed, either for the spells intended or for the token used in the trade. </div>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information